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Start of Deadlink article
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title: "Deadlink"
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date: "2024-03-24T02:10:59+01:00"
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author: "$HUMANOID"
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tags: ["Gamedesign", ""]
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description: "Deadlink's combat is what Doom Eternal's should be"
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draft: true
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---
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This is a followup of sorts to my [emergent gameplay](/rambles/emergent-gameplay)
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ramble.
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So the other day, I picked up
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[Deadlink](https://store.steampowered.com/app/1676130/Deadlink/), knowing that
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its combat was allegedly a lot like Doom Eternal's. With this in mind, I was
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pleasantly surprised to find out that Deadlink takes the good parts from Doom
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Eternal's combat and builds upon them, while ditching the horrible restrictive
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aspects. This means I'm not getting bogged down doing the one thing the games
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tells me to do, instead I can happily fly though the arenas, shooting everything
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in my path, largely without a care in the world. Or rather, that's how it feels.
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Where Deadlink succeeds- and Doom Etenral fails is the implementation of
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weakspots. In Eternal, if you want to shoot a weakspot, you don't have much of a
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choice but to switch to the machinegun or not-railgun; those being the only
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precision weapons. In Deadlink, if you manage to shoot some poor dude's head
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with a rocket launcher, the game will still give you the weakspot damage --
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despite normal enemies being able to withstand about a quarter of a rocket to
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the feet at most.
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Another big mistake that Eternal makes is the tutorialising every restrictive
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mechanic that it introduces, while Deadlink lets the player largely figure out
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for themselves how the game works. The only things in Deadlink's optional
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tutorial are an explanation on basic mechanics -- abilities, c-balls and how
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ammo works. The rest is communicated entirely through visual design. Where Doom
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Eternal introduces the Arachnotron and halts the game with a message saying that
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you can shoot it's gun, Deadlink communicates just as much by having non-head
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weakspots subtly pulse orange.
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